Family

Breeding

Moves

Abilities

Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.

Magnet Pull

Prevents Steel opponents from fleeing or switching out.

Level-up Moves

Lv.

Move

Type

Class

Pow.

PP

Acc.

Effect

1

Tackle

50

35

100%

Inflicts regular damage with no additional effect.

4

Harden

--

30

--

Raises the user's Defense by one stage.

8

Block

--

5

--

Prevents the target from leaving battle.

11

Rock Throw

50

15

90%

Inflicts regular damage with no additional effect.

15

Thunder Wave

--

20

100%

Paralyzes the target.

18

Rock Blast

25

10

90%

Hits 2-5 times in one turn.

22

Rest

--

10

--

User sleeps for two turns, completely healing itself.

25

Spark

65

20

100%

Has a 30% chance to paralyze the target.

29

Rock Slide

75

10

90%

Has a 30% chance to make the target flinch.

32

Power Gem

70

20

100%

Inflicts regular damage with no additional effect.

36

Sandstorm

--

10

--

Changes the weather to a sandstorm for five turns.

39

Discharge

80

15

100%

Has a 30% chance to paralyze the target.

43

Earth Power

90

10

100%

Has a 10% chance to lower the target's Special Defense by one stage.

46

Stone Edge

100

5

80%

Has an increased chance for a critical hit.

50

Lock-on

--

5

--

Ensures that the user's next move will hit the target.

50

Zap Cannon

120

5

50%

Has a 100% chance to paralyze the target.

TMs/HMs

#

Move

Type

Class

Pow.

PP

Acc.

Effect

TM6

Toxic

--

10

90%

Badly poisons the target, inflicting more damage every turn.

TM10

Hidden Power

1

15

100%

Power and type depend upon user's IVs. Power can range from 30 to 70.

TM11

Sunny Day

--

5

--

Changes the weather to sunny for five turns.

TM12

Taunt

--

20

100%

For the next few turns, the target can only use damaging moves.

TM17

Protect

--

10

--

Prevents any moves from hitting the user this turn.

TM21

Frustration

1

20

100%

Power increases as happiness decreases, up to a maximum of 102.

TM23

Smack Down

50

15

100%

Removes any immunity to Ground damage.

TM24

Thunderbolt

95

15

100%

Has a 10% chance to paralyze the target.

TM25

Thunder

120

10

70%

Has a 30% chance to paralyze the target.

TM26

Earthquake

100

10

100%

Inflicts regular damage and can hit Dig users.

TM27

Return

1

20

100%

Power increases with happiness, up to a maximum of 102.

TM32

Double Team

--

15

--

Raises the user's evasion by one stage.

TM37

Sandstorm

--

10

--

Changes the weather to a sandstorm for five turns.

TM39

Rock Tomb

50

10

80%

Has a 100% chance to lower the target's Speed by one stage.

TM41

Torment

--

15

100%

Prevents the target from using the same move twice in a row.

TM42

Facade

70

20

100%

Power doubles if user is burned, paralyzed, or poisoned.

TM44

Rest

--

10

--

User sleeps for two turns, completely healing itself.

TM45

Attract

--

15

100%

Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.

TM48

Round

60

15

100%

Has double power if it's used more than once per turn.

TM64

Explosion

250

5

100%

User faints.

TM69

Rock Polish

--

20

--

Raises the user's Speed by two stages.

TM71

Stone Edge

100

5

80%

Has an increased chance for a critical hit.

TM72

Volt Switch

70

20

100%

User must switch out after attacking.

TM73

Thunder Wave

--

20

100%

Paralyzes the target.

TM78

Bulldoze

60

20

100%

Has a 100% chance to lower the target's Speed by one stage.

TM80

Rock Slide

75

10

90%

Has a 30% chance to make the target flinch.

TM87

Swagger

--

15

90%

Raises the target's Attack by two stages and confuses the target.

TM88

Sleep Talk

--

10

--

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

TM90

Substitute

--

10

--

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

TM94

Rock Smash

40

15

100%

Has a 50% chance to lower the target's Defense by one stage.

TM99

Dazzling Gleam

80

10

100%

Inflicts regular damage with no additional effect.

TM100

Confide

--

20

--

Lowers the target's Special Attack by one stage.

HM4

Strength

80

15

100%

Inflicts regular damage with no additional effect.

Egg Moves

Move

Type

Class

Pow.

PP

Acc.

Effect

Double-edge

120

15

100%

User receives 1/3 the damage inflicted in recoil.

Endure

--

10

--

Prevents the user's HP from lowering below 1 this turn.

Rollout

30

20

90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

Magnitude

1

30

100%

Power varies randomly from 10 to 150.

Block

--

5

--

Prevents the target from leaving battle.

Stealth Rock

--

20

--

Causes damage when opposing Pokemon switch in.

Wide Guard

--

10

--

Prevents any multi-target moves from hitting friendly Pokemon this turn.

Stats

at level 100

Base

Hindering
(90%)

Neutral
(100%)

Beneficial
(110%)

HP

30

170 - 264

170 - 264

170 - 264

Attack

45

85 - 170

95 - 189

104 - 207

Defense

135

247 - 332

275 - 369

302 - 405

Sp. Attack

45

85 - 170

95 - 189

104 - 207

Sp. Defense

90

166 - 251

185 - 279

203 - 306

Speed

30

58 - 143

65 - 159

71 - 174

TOTAL

375

Other Stats

Base Experience

Max Experience

Catch Rate

Happiness

EV Yields

108

1,000,000

255

70

Defense: 1 point

Damage Taken

0.5x

2x

0.5x

0.5x

2x

1x

1x

1x

2x

0.5x

2x

2x

1x

1x

1x

1x

1x

1x

Images

Black

White

Diamond

Pearl

Platinum

HeartGold

SoulSilver

Ruby

Sapphire

Emerald

Flavortext

Black 2

Its magnetic nose always faces north and draws iron objects to its body to protect itself better.

White 2

Black

White

Diamond

Pearl

Platinum

HeartGold

If two of these meet, they cannot get too close because their noses repel each other.

SoulSilver

Ruby

NOSEPASS's magnetic nose is always pointed to the north. If two of these Pokemon meet, they cannot turntheir faces to each other when they are close because their magnetic noses repel one another.

Sapphire

NOSEPASS had been said to be completely unmoving, with its magnetic nose pointed due north.However, close observation has revealed that the Pokemon actually moves by a little over 3/8 of an inch every year.

Emerald

Its body emits a powerful magnetism. It feeds on prey that is pulled in by the force. Its magnetism is stronger in cold seasons.

FireRed

Its magnetic nose consistently faces north. Travelers check NOSEPASS to get their bearings.